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Eff-n-Geoff

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As for a guard on a route, I believe you can have him move along his route using the same procedure as you normally would. His move route should contain his actual route, but also, at the start, the necessary calls to make him a chase event.


So, does the chase override his normal route? Or would it chase for one square and then continue the move route?


Is it possible to use a Region ID to block LoS ?
 

Hikitsune-Red

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So, does the chase override his normal route? Or would it chase for one square and then continue the move route?


Is it possible to use a Region ID to block LoS ?


The NPC will give chase without interruption from the Move Route.


I just tested this, and it does not appear to use the Region ID's from Region Restrictions, and as far as innate functionality, there is no using Region ID's to block line of sight.
 

Eff-n-Geoff

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I just tested this, and it does not appear to use the Region ID's from Region Restrictions, and as far as innate functionality, there is no using Region ID's to block line of sight.


Thank you for the response!


So how would I stop the event seeing the player through walls? 
 

Hikitsune-Red

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Thank you for the response!


So how would I stop the event seeing the player through walls? 


I stand corrected...In both looking at the code and testing it out, line of sight is not technically used in this.


The only thing it appears to check for is if it is looking in the direction of the player, nothing appears to block the view.
 

Hikitsune-Red

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The NPC will give chase without interruption from the Move Route.


I just tested this, and it does not appear to use the Region ID's from Region Restrictions, and as far as innate functionality, there is no using Region ID's to block line of sight.


You can, however, using the Stealth Plug-In extension, use regions as places for the player to hide in.
 

smokecrash

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Hi Yanfly and every other user, can anyone help me out with some problems I've got.


- I need to change the Cells color from every yanfly plugins menu how can I do ?


- I can't manage to use Yanfly Libra Skill with the action sequences battle I always get an error


- I've got some problems with Aekashics animated battlers and action sequences you can check out the problems in this video


(strange thing is that it only "bugs" with few monster, Beef/Mimic and maybe few others I did not test )


thank you very much for your help.
















  •  




sdfsdfsdf.png


qsdqsdqs.png
 
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juances19

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Plugin Name: YEP_Enhaced_TP
Bug Explanation:  If selected TP mode gets a bonus when an Ally is hit/killed, Actors get TP even when dead.
Steps: Just have a TP mode that gains from Kill Ally or Ally HP dmg. Let the enemy kill 2 members. The first one will gain TP when the second one dies.



http://www.mediafire.com/file/2b6ck0ght2y8vsx/TPbug.zip

I don't know if this is intended behaviour or a bug, but it feels unnatural.  
[Anyone has a solution to patch it using Lunatic Mode? I can change TP mode to a blank one when death state is applied but the player has to manually set a valid TP mode again?]
 

Lnik3500

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Hello Yanfly! Just wanted to know since the 1.3.3 update, if I'm still using 1.3.0 (for other plugins that don't update anymore), will I get errors because of the new changed functions? Thank you for all your wonderful work :D  


You've done so much for us and I wish you to be in great form!
 
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Yanfly

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Hi there, quick question regarding Event Chase Player ...


How can I achieve a Guard wandering a specific route but then activating the moment he is in line of sight of the player?


Also, what blocks line of sight with Event Chase Player, how do we achieve true line of sight?


Line of Sight doesn't exist for the plugin. You'll have to make use of region settings from the Event Chase Stealth extension plugin.


-------

Hi Yanfly and every other user, can anyone help me out with some problems I've got.


- I need to change the Cells color from every yanfly plugins menu how can I do ?


- I can't manage to use Yanfly Libra Skill with the action sequences battle I always get an error


- I've got some problems with Aekashics animated battlers and action sequences you can check out the problems in this video


(strange thing is that it only "bugs" with few monster, Beef/Mimic and maybe few others I did not test )


thank you very much for your help.
















  •  




View attachment 51024


View attachment 51022


Question 1. I'm not sure what you mean by cells.


Question 2:


ALL bug reports MUST follow these guidelines and use this template: 


Plugin Name: (What is the name of the plugin?)


Bug Explanation: (What is the bug in your own words? Keep this detailed. "It isn't working right" is not a valid bug report.)


Error Report: (If you received an error message, press F8 when the message is received to open up the debug console, then copy/paste the entire error log and paste it here).


Exact Steps on How to Replicate Bug: (Write out IN DETAIL, a step-by-step guide on how to replicate the bug.)


Sample Project (REQUIRED): A sample project MUST be attached to the bug report. All steps MUST be followed. If a single step is ignored, the bug report is invalid and I will move on to the next bug report.  If you do not attach a sample project to the bug report, your bug report WILL BE ignored. There are NO exceptions.


Follow these Instructions. All steps MUST be followed or I will require you to redo it.


1. Download all the newest updates of the plugin.2. Create a new project. Do NOT just copy over your game project folders. This should be just a stock, empty, new RPG Maker MV project. If I do not see an empty project with Harold, Therese, Marsha, and Lucius, I will not look any further.3. If the project's file size is above 200 MB, remove unnecessary audio and image files until you reach that size. Usehttp://forums.rpgmakerweb.com/index.php?/topic/47985-mvstripper-remove-unused-assets-from-your-mv-project/ if you need some help doing so.4. Install -only- the affected plugins. If you're using non-YEP plugins, do NOT include them. That said, both ATB and CTB are no longer supported by Yanfly, so if you're using them, please remove them from the project used for the bug report.5. Do -NOT- rename the plugins' filenames. They cease to work if you do so.6. Make sure they're in the EXACT order listed on http://yanfly.moe/yep/. The ordering of plugins is important.7. Recreate the error in the sample project. MAKE SURE you are using notetags in the right place and haven't misspelled anything. DO NOT USE SAVES. I need to know exactly how to recreate the problem from start to finish. Simply giving me a save file tells me nothing.8. Archive the project with WinZip or WinRAR. Do not archive it multiple times. It does not compress it further.9. Do -NOT- deploy the project through File > Deployment. Upload the project online to a website like MediaFire.com or Dropbox. Please do not use a website that involves timers like 4shared, RapidShare, etc. If I am time-gated from downloading the project, I will ask you to reupload it to somewhere else.10. Post the link here and I'll take a look at it.


Question 3: Action Sequence Help goes here: 








---

Plugin Name: YEP_Enhaced_TP
Bug Explanation:  If selected TP mode gets a bonus when an Ally is hit/killed, Actors get TP even when dead.
Steps: Just have a TP mode that gains from Kill Ally or Ally HP dmg. Let the enemy kill 2 members. The first one will gain TP when the second one dies.



http://www.mediafire.com/file/2b6ck0ght2y8vsx/TPbug.zip

I don't know if this is intended behaviour or a bug, but it feels unnatural.  
[Anyone has a solution to patch it using Lunatic Mode? I can change TP mode to a blank one when death state is applied but the player has to manually set a valid TP mode again?]


Thanks, I'll get this resolved.


---

Hello Yanfly! Just wanted to know since the 1.3.3 update, if I'm still using 1.3.0 (for other plugins that don't update anymore), will I get errors because of the new changed functions? Thank you for all your wonderful work :D  


You've done so much for us and I wish you to be in great form!


I cannot guarantee everything will work. 1.3.1 is currently the most stable version in my opinion and 1.3.0 should be moved to that 1.3.1 if anything (as it is exactly the same, just less bugs and less memory problems). For the most part, I'll try to maintain backwards compatibility. However, if bugs are to occur because of a version difference, I will not be held accountable for them.
 

Yanfly

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To make a bug report, simply report it in this thread. Chances are, I will find out about the bug in this thread than by making one in the JS Support forum.


ALL bug reports MUST follow these guidelines and use this template: 


Plugin Name: (What is the name of the plugin?)


Bug Explanation: (What is the bug in your own words? Keep this detailed. "It isn't working right" is not a valid bug report.)


Error Report: (If you received an error message, press F8 when the message is received to open up the debug console, then copy/paste the entire error log and paste it here).


Exact Steps on How to Replicate Bug: (Write out IN DETAIL, a step-by-step guide on how to replicate the bug.)


Sample Project (REQUIRED): A sample project MUST be attached to the bug report. All steps MUST be followed. If a single step is ignored, the bug report is invalid and I will move on to the next bug report.  If you do not attach a sample project to the bug report, your bug report WILL BE ignored. There are NO exceptions.


Follow these Instructions. All steps MUST be followed or I will require you to redo it.


1. Download all the newest updates of the plugin.2. Create a new project. Do NOT just copy over your game project folders. This should be just a stock, empty, new RPG Maker MV project. If I do not see an empty project with Harold, Therese, Marsha, and Lucius, I will not look any further.3. If the project's file size is above 200 MB, remove unnecessary audio and image files until you reach that size. Usehttp://forums.rpgmakerweb.com/index.php?/topic/47985-mvstripper-remove-unused-assets-from-your-mv-project/ if you need some help doing so.4. Install -only- the affected plugins. If you're using non-YEP plugins, do NOT include them. That said, both ATB and CTB are no longer supported by Yanfly, so if you're using them, please remove them from the project used for the bug report.5. Do -NOT- rename the plugins' filenames. They cease to work if you do so.6. Make sure they're in the EXACT order listed on http://yanfly.moe/yep/. The ordering of plugins is important.7. Recreate the error in the sample project. MAKE SURE you are using notetags in the right place and haven't misspelled anything. DO NOT USE SAVES. I need to know exactly how to recreate the problem from start to finish. Simply giving me a save file tells me nothing.8. Archive the project with WinZip or WinRAR. Do not archive it multiple times. It does not compress it further.9. Do -NOT- deploy the project through File > Deployment. Upload the project online to a website like MediaFire.com or Dropbox. Please do not use a website that involves timers like 4shared, RapidShare, etc. If I am time-gated from downloading the project, I will ask you to reupload it to somewhere else.10. Post the link here and I'll take a look at it.


NOTE: I'll only provide support for my own plugins and code that I, myself, have provided. This isn't because I disrespect other plugin makers or anything of the sort. If I did, I wouldn't go so far as to maximize compatibility with my plugins when possible. The reason behind is because of my lack of time, and I'd like to put my undivided attention to errors caused by my own plugins. That said, any modifications you've made to the plugins itself, any custom Lunatic Mode code you've made yourself that isn't provided by me, or problems with the source code will not be supported by me either.


NOTE2: As I've stated before in the previous note, I'll only provide support for my own codes that I, myself, have provided. To make this clear, this means strictly the plugins I've made and any code for Lunatic Mode that I, personally, have provided through Tips & Tricks. I am not responsible for any coding errors, coding roadblocks, or code questions that you come across within your own Lunatic Mode code. Unless the Lunatic Mode notetag itself has a bug, you are to ask your questions here.


NOTE3: However, as an exception to NOTE2, this does not mean I am going to explain to you how to use all the various functions inside of my plugins. If a function added by my plugins is not listed in the Help File, it means I do not deem that function to be used for script calls. Therefore, if you choose a function outside of the ones listed in the help files to use in a script call, I am NOT responsible for it not working properly for you. No script call support will be provided for functions not listed within the help file.


WHY I NEED A CLEAN SAMPLE PROJECT FOR BUG REPORTS:




If you're wondering why I make it an absolute requirement for sample projects containing to be made, it's because in the past, I've chased and hunted bugs that do not exist either because a user had a conflicting error with a non-Yanfly plugin, has not updated the plugins, using the plugin incorrectly, or think something is a bug when it really isn't. The amount of time I've wasted chasing these "bugs" is unfathomable as that time could have been spent developing new content. To mitigate this issue, I made it an absolute requirement for bugs to be reported in such a manner because of the following:

  1. It makes the user go through all of the troubleshooting steps to reduce the amount of user errors. If the user identifies it as a user error, then the user would also have gained troubleshooting skills, which are essential for game development.
  2. Isolate the bugs caused by Yanfly plugins away from non-Yanfly plugins. As stated above, I do not provide support for non-Yanfly plugins due to my lack of time to create compatibility patches for non-Yanfly plugins. Having over 100+ plugins, making a compatibility patch for each one of those with every other plugin out there is absolute insanity.
  3. It shows that the user is serious about getting the bug fixed as I am. Being able to put out time to isolate a problem so it can be fixed means the user is serious about getting their game made. As a user's time is important to them, my time is also important to me, and this is our mutual agreement to get things done cooperatively.



Thank you for understanding.


BASIC TROUBLE SHOOTING




1. Are all your plugins up to date? If they're not, download the updated versions from here: http://yanfly.moe/yep/changelog/


2. Did you rename any of their plugins from their default filenames? If you did, then the plugins won't work. Do NOT rename them.


3. Did you make sure all of the plugins are placed in order as http://yanfly.moe/yep/ inside of the Plugin Manager?


4. When you updated the plugin, did you /open up/ the plugin within the Plugin Manager? 


You are getting the error because you updated the plugin and did not go into the plugin itself like the instructions here in the first video: http://yanfly.moe/yep/changelog/


Why is this important? Because whenever new parameters are added to a plugin upon a new update, you have to enter the plugin in order for the Plugin Manager to add those new parameters into your game. Otherwise, you will get undefined errors and "random" crashes. Skipping that step is not optional and is very crucial to getting updated plugins to work.


5. If you are using non-Yanfly plugins, turn off ALL of the non-Yanfly plugins to see if there are any conflicts.


6. If you are testing your project in Battle Test and aren't seeing any changes made after updating your plugin, make sure you -save- your project. RPG Maker MV does not carry over changes to Battle Test until you save your project.


F.A.Q. ABOUT ATB AND CTB PLUGINS


The ATB and CTB plugins are custom battle systems that do NOT involve a turn-based system that you're used to with the default turn-based battle system (DTB). They function off of a tick-based system, which means it does not work off standard means. This also means you have to adjust either the plugin or your game to fit these means. Here are some frequently reported "issues" with the system. None of these are bugs so do not report them as bugs.

  • If ATB bars are taking too long to fill up, then change your battlers' AGI values to higher or change the plugin parameters to fit your game.
  • If ATB states are dropping in turns too quickly, this is because you didn't adjust the proper state turn settings within the Battle Engine Core to fit your game.
  • For ATB, no, I will NOT make Active Mode. It's not because I can't (I've made it before in VX's Yanfly Engine Melody). It's because RPG Maker MV's code structure for the battle system makes it more likely to break everything if it does so. If this is something you absolutely need, the Plugin Request Forum is your place to visit, if DoubleX RMMV Popularized ATB Core(which is at least compatible with my Battle Engine Core with the compatibility fix) can't meet your demands already.
  • If there is "lag" between CTB turns, this isn't because of the plugin. This is because your low AGI values is making the game go through hundreds to thousands of CTB updates per tick. Once again, either you increase the AGI values or change the plugin parameters to fit your 
  • In CTB, States "skipping" multiple turns when updating isn't a bug. It is because in between the previous battler next battler, there was a huge gap in time, enough to go through two state turn cycles. Adjust the state turn settings within the Battle Engine Core to fit your game.
  • For CTB, no, I will NOT make multiple instances of turn icons appearing for multiple actors. If you want something like that made, you can request it in the Plugin Request Forum.

If all of these issues are beyond you, then I'm afraid the ATB and CTB plugins aren't for you. As a developer, it is your responsibility to understand the plugins and systems you are using. You are not doing your players any favor by using a system that you, yourself, do not fully comprehend. I will not educate anyone how ATB and CTB systems work. My plugins work based on the ATB and CTB systems of existing Final Fantasy games with slight tweaks to fit RPG Maker MV's system. Please study them on your own accord. 


New page bump.
 

smokecrash

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Those Blue box behind all your menu plugins (status,stats,saves,items,etc...)


how to change the color of it ?

sdfsdfsdf.png

dfgdfg.png
 

waynee95

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@smokecrash They use the same color as the gauge back. You can change the gauge back color in the YEP_CoreEngine, just look under window colors parameters.
 

smokecrash

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@smokecrash They use the same color as the gauge back. You can change the gauge back color in the YEP_CoreEngine, just look under window colors parameters.
oh, that's... so if i want to get it yellow for example my gauge back will be yellow as well 


thank..
 

waynee95

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@smokecrash Apparently yes. You could modify all .js files, that the function that draws the rectangles use an other color.


Or you can just use this plugin as well and set the background color for the gauges there, because they use different variables you have your color for the rectangles and an other one for the gauges. In, addition you can modify the looks of the gauges as well.
 
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smokecrash

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@smokecrash Apparently yes. You could modify all .js files, that the function that draws the rectangles use an other color.


Or you can just use this plugin as well and set the background color for the gauges there, because they use different variables you have your color for the rectangles and an other one for the gauges. In, addition you can modify the looks of the gauges as well.









 
Well thanks man, with your help I managed to do it the way I wanted it to looks like. It works perfectly with both the plugins 
 

Black Mamba

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Hello Yep!


*Is possible to show elemental damage, not only resistence in Status Core?


*Can you make a Equipment Set Plugin? (if you equip 2 or more pieces gain bonus stats and states, like diablo series)
 

silvestro673

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First thing I would Like to say... HAPPY BIRTHDAY!  This thread is one year old today and still active. Not many forum threads can boast that I think.


Secondly, has anyone figured out a way for stealth chase to NOT give up the chase?


Scenerio: not using stealth, alert an event monster. Silly me, I forgot to stealth. Turn it on in front of the monster and it suddenly forgets I ever existed. This seems a bit broken. If you guys know a way, that'd be great. Meanwhile, I'm going to see if playing with switches help.
 

Zeustiak

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Silvestro, 


I am guessing you would want to set a switch that would say something like "Has Aggro" and your stealth would check to see if it is true when you try to activate it.
 

Eurobuzz

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Hi, I was wondering how Yanfly makes the games in their YouTube videos 1080p without having everything zoomed out and really small?


I also asked about it on reddit with a couple pictures. LINK
 

Crimson Dragon Inc.

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hello yanfly sensei :D  um my question is about your counter control plug in.....


i'm trying to create a character who is only able to counter while under a state called focused..... under this state he only counters if he successfully evades the enemy attack..... if I use the note tag <Evade Counter> would that accomplish this or do i need to go into lunatic mode?
 
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